Some work in progress modular window sets for an environment im working on atm, not sure if they're alittle too noisy, especially seeing as the scene will involve rain.
@Muzz: Honestly, I'd take it down to something that's around 200px in height. The farther down you have to scroll to see your art the more discouraging your site may seem.
I'm working on retexturing the Minecraft villagers.
Since a lot of Minecrafters are complaining that the default villagers look so ugly, I decided to step it up and make them.... even more ugly! :poly142:
Suburbburn, I'd usually agree, but my site is a single page with almost all the art accessible without scrolling. I am working on shortening it and integrating it with the backing more but I'm not going to be scaling down the details in it.
But regardless I'm fleshing out the site more and just trying to give it a better vibe overall.
I'm currently busy with my final graduation together with Dominique van Oosterom (MEGALOS). MEGALOS did the high poly audi and I made the (low) poly car out of it unwrapped it and baked it. The next step will be to unwrap the interior and bake the textures out if it.
Hope you guys like it. Feedback is always welcome.
Talon robot I built for school that I'm currently in the process of texturing.
Looking pretty good
These things are a fair bit of fun to model, I did one a while ago while on my internship at QinetiQ. My only crit (without looking at my ten million references) would be that it may not be wide enough?
Testing out a ruined wall mesh (588 triangle) in maya before texturing and engine tests.
Normals + AO only.
yeah choco, looks nice !
You should choose a different floor type, buts looking interesting so far !
Working on my Tower now.. fixing some Texture issues..
All assets i made in the last month are for the game "Drachenkampf" - german name.. English translation would be Dragonfight.
We opened our Alpha version, its a realtime-browser-strategy game.
@mystichobo Yeah, I'm diggin hard surface stuff quite a bit haha.... way better than my character which I need to work on over the next break. You're right though, the robot is a tad too skinny and it really shows around that middle piece. I might have to go back in later and fix that up. I love seeing the way other people built the same thing though, I checked yours out and that's some pretty sweet texture work
Roelant, the headlights on your audi are looking awesome dude. I always look forward to building the lights of a car more than any of the other parts lol...
afisher, her boots are cool lookin, I like em. And I can never seem to get lips looking right so I'm thinking I might just start drawing smileys on all my characters haha.
Been trying to make props that fit into a Team Fortress 2 style. C&C would be most useful thanks.
I like your gun, but the contrast feels too high, everything feels like it's in a bright light, which blurs the forms a bit, If you could bring the contrast down, I think this would look really neat!
I like your gun, but the contrast feels too high, everything feels like it's in a bright light, which blurs the forms a bit, If you could bring the contrast down, I think this would look really neat!
Replies
Texture Flats in my ARTDUMP Thread.
Fairly standard sci fi medical bay for a project...
Some work in progress modular window sets for an environment im working on atm, not sure if they're alittle too noisy, especially seeing as the scene will involve rain.
[vv]37495291[/vv]
Normals + AO only.
More images: http://www.polycount.com/forum/showthread.php?t=95130
I updated the header of my website.
Old one:
New one:
Be nice, it's my first clean scifi :P
Since a lot of Minecrafters are complaining that the default villagers look so ugly, I decided to step it up and make them.... even more ugly! :poly142:
But regardless I'm fleshing out the site more and just trying to give it a better vibe overall.
The site is www.muzzoid.com if you are still curious.
Demon- Nice pixelling!
Going to sculpt this guy up soon!
here's a quick doodle for tonight.
A lil cross-posting, looking for some feedback on what I should do with the back of the vest
http://www.polycount.com/forum/showthread.php?t=95172
The Thread - http://www.polycount.com/forum/showthread.php?t=94995
Talon robot I built for school that I'm currently in the process of texturing.
Some more noodling on my ship. So much awesome stuff in this thread, feel like I need to go away and practice for a while before I can come back
Hope you guys like it. Feedback is always welcome.
Looking pretty good
These things are a fair bit of fun to model, I did one a while ago while on my internship at QinetiQ. My only crit (without looking at my ten million references) would be that it may not be wide enough?
UDK assets / UI will be changed of course.
[ame="http://www.youtube.com/watch?v=wWai5uauEfY"]Sixties - Work in progress. Early block out. - YouTube[/ame]
yeah choco, looks nice !
You should choose a different floor type, buts looking interesting so far !
Working on my Tower now.. fixing some Texture issues..
All assets i made in the last month are for the game "Drachenkampf" - german name.. English translation would be Dragonfight.
We opened our Alpha version, its a realtime-browser-strategy game.
check it out if you want: http://www.drachenkampf.de
languagepacks following in a few days !
Thanks! It's based on the sprite I did for Ultrablast some time ago; http://ultrablast.net (I did most of the art for that game)
I love the details on the cloths.
The L115A3 is pretty big
Cross posting from my thread.
I started working on this character again (she's changed a bit):
Think he needs some shadow on the upper eye there. He's got that thousand yard stare going on.
I like your gun, but the contrast feels too high, everything feels like it's in a bright light, which blurs the forms a bit, If you could bring the contrast down, I think this would look really neat!
Do you mean more like this?